/Engine/Source/Runtime/Engine/Classes/Components/SkeletalMeshComponent.h
Get the bones used for mirroring in the skeletal mesh asset (if any)
static void GetMirroringRequiredBones ( const [USkeletalMesh](API\Runtime\Engine\Engine\USkeletalMesh) * SkeletalMesh, [TArray](API\Runtime\Core\Containers\TArray)< FBoneIndexType > & OutRequiredBones )